Commit Graph

4257 Commits (ab5556055e6104d3e5c18faf7f6f9e44b518839f)

Author SHA1 Message Date
Teravus Ovares f46fcbb9d2 * Added Linear Acceleration reporting to the ODEPlugin.
* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
2008-03-10 14:14:44 +00:00
Teravus Ovares d0123a796b ODEPlugin
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.   
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
2008-03-10 05:56:58 +00:00
Teravus Ovares 8bea3dbdb9 * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.
* Added WaterLevel support to the ODEPlugin.   More on this later.
2008-03-10 05:23:43 +00:00
Teravus Ovares 8bba8e232c * Fixed a few things and enabling Physical Prim border crossings again.
* Everyone try to push a physical prim across a region border now.
2008-03-09 20:29:59 +00:00
Adam Frisby f89e7107bb * Fix for hydraulic erosion brush. Still not working as planned, but getting closer. Bugs may be due to the water distribution pattern. 2008-03-09 19:22:21 +00:00
Teravus Ovares 7cae577094 ODE Plugin
* More cleanup
* Less noise
2008-03-09 17:50:24 +00:00
Jeff Ames 9bc6ee576e Update svn properties. 2008-03-09 16:51:34 +00:00
Adam Frisby 42e1a6ee95 * Fix to the OlsenSphere brush to make it more powerful.
* W.I.P: Hydraulic Erosion (Spherical) paintbrush - code is all there, but some work is required on the initial parameters to get it to function correctly. Replaces the smooth brush when `newbrushes` is switched on.
2008-03-09 16:50:09 +00:00
Teravus Ovares 5b6eba968b * Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in Collision Space Crash'
* Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
2008-03-09 16:32:44 +00:00
Teravus Ovares 081b2ac34e * Cleaned up some locking on the ODEPlugin to make it more developer friendly
* Expect the occasional deadlock?
2008-03-09 15:43:01 +00:00
Jeff Ames 7981c45750 Update svn properties. 2008-03-09 15:08:03 +00:00
Adam Frisby b46b152954 * New terrainmodule paint brush "Olsen Erosion"
* Implements the Optimised Erosion routine defined by Jacob Olsen in the paper 'Procedural Terrain Generation' (http://www.oddlabs.com/download/terrain_generation.pdf)
* Replaces the 'flatten' brush when 'newbrushes' is enabled.
2008-03-09 15:00:52 +00:00
Teravus Ovares 13a4d13d67 * Added a hack-ish routine to add the State column to the primshapes table if it wasn't already there.
* Started OpenSim on SQLite to a mass of red 'unable to load prim' messages.
* If you are getting this message, after this update, when you start OpenSimulator, you'll get it one more time and then it'll work again.
2008-03-09 14:27:44 +00:00
Teravus Ovares 7a9e572e8a Linux Compile error if Color is compared against null. Documentation for System.Drawing.Color says it returns a Color with all Components as 0 if the String passed isn't a known color, so the null check has been commented out 2008-03-09 13:04:58 +00:00
Jeff Ames 3e47389f9a Update svn properties. 2008-03-09 06:39:15 +00:00
Adam Frisby 1011bbf39d * Small optimisation on Weathering paint brush.
* Added "script terrain newbrushes <true|false>" to enable experimental terraforming brushes. Presently the 'revert' brush is replaced with the Weathering brush, when enabled.
2008-03-08 23:28:29 +00:00
Adam Frisby f88324d6cd * Applying Mantis #737 - Fix for Terragen loader. Thanks Jonc. 2008-03-08 23:21:35 +00:00
Charles Krinke 39684496eb Remove two warnings with unused variables. 2008-03-08 23:12:25 +00:00
Adam Frisby 6ecc1066b1 * Added Thermal Weathering paint brush to Terrain Module. 2008-03-08 22:53:10 +00:00
Charles Krinke 8d2d69dc88 Thank you kindly Grumly57 for a patch to solve:
Grass type is not persisted. Try to rez some grass several time to have different random grass types around, then immediately move a couple of them. Or restart the sim and logon again. You'll see all grass types reverted to a dull default one :-)
2008-03-08 22:52:17 +00:00
Charles Krinke ff75ba99a9 Thank you very much, Ldviopeng for :
Patch to implement the following LSL functions:
llGetObjectPermMask()
llSetObjectPermMask()
2008-03-08 22:26:25 +00:00
MW 52d867e600 Added new drawing command "PenColour", with format "PenColour <colourname>;" colour name can be any of the predefined .net System.Drawing.Color names. 2008-03-08 22:06:24 +00:00
Adam Frisby 6eeb25ee33 * Slight tweak for the above. 2008-03-08 21:51:01 +00:00
Adam Frisby 54359ab17b * By popular demand, implemented "script terrain fill <val>" 2008-03-08 21:49:26 +00:00
MW d340820826 Added Frist basic version on the VectorRenderModule, that allows scripts to do some basic drawing onto textures. Currently the method the scripts have to use is most likely not the most user friendly, but this should improve soon. And hope to allow SVG files (either loaded from a web site, or even script created) to be used. I will add a page to the wiki tomorrow, until then http://www.pastebin.ca/934425 is a example c# script that can be used to get a bit of a idea.
Also added osSetDynamicTextureDataBlend and osSetDynamicTextureURLBlend that will allow the various textures to be blended together, but currently there are still a few bugs in them. So not ready for use yet.
2008-03-08 20:54:34 +00:00
Adam Frisby 8f6f85e530 * Implemented 'Revert' channel in Terrain Module.
* Added Revert Area, flood brush.
* Added Revert Sphere, paint brush.
2008-03-08 19:11:22 +00:00
Charles Krinke 3151e302ca Thank you kindly, Ldviopeng for:
Patch to implement the following LSL / OS functions
llParcelPrimCount(60%)
osSetParcelMediaURL
2008-03-08 18:06:10 +00:00
Adam Frisby e41b45d107 * Made a change to the loading mechanism to fix it's operation. 2008-03-08 01:58:59 +00:00
Adam Frisby b4c315dcec * Default terrain is now a little more interesting than a flat 0m plane. 2008-03-08 01:55:34 +00:00
lbsa71 7ef240e01e * Applied patch #681 from tyre
* This fixes three broken default assets
Thanks, tyre!
2008-03-07 14:56:07 +00:00
Jeff Ames bc02d14b6b More spelling corrections in the spirit of r3771. 2008-03-07 14:55:26 +00:00
Jeff Ames d1a8b59609 Update svn properties. 2008-03-07 14:50:30 +00:00
Justin Clarke Casey d48e992aa8 * Increase inventory description columns from 64 characters to 128
As per the suggestions in Mantis 687 (thanks Sakai) to resolve an exception
* This won't apply to any existing inventory tables you have, but shouldn't 
cause any issues with old tables either
2008-03-07 14:40:18 +00:00
lbsa71 f76bc24de7 * Applied patch #719 from lvoidpeng.
* Implements llGetOwnerKey
Thanks, lvoidpeng!
2008-03-07 14:26:27 +00:00
Justin Clarke Casey 479379ee28 * Minor spelling corrections as per mantis 712 2008-03-07 14:17:22 +00:00
Justin Clarke Casey 9aeff3fb86 * Temporary resolution for mantis #711
* Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception.
* Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
2008-03-07 12:39:06 +00:00
Justin Clarke Casey 759a0bcba0 Make Local back end services warn/error messages explicitly say they are from standalone services 2008-03-07 12:03:48 +00:00
Johan Berntsson b99455d23d Fix to solve mantis 717 problem. Makes sure the region DB schema is up to date and consistent 2008-03-07 08:10:52 +00:00
Adam Frisby c9eb051936 * Fix for exception in landmanager crash. 2008-03-06 23:14:24 +00:00
Adam Frisby a360116502 * Disabled ancient TerrainEngine.
* Enabled new TerrainModule.  (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
2008-03-06 15:49:53 +00:00
Teravus Ovares 0cb4e401ad * Killed 4 more warnings (at 16 now) 2008-03-06 09:41:34 +00:00
Adam Frisby 1410210b84 * Four more warnings, etc etc. 2008-03-05 22:00:41 +00:00
Adam Frisby 810d2126ea * Three more warnings are a-gone. 2008-03-05 21:56:14 +00:00
Adam Frisby 4d9ed39444 * Four more warnings bite the dust. 2008-03-05 21:50:58 +00:00
Adam Frisby 14b37533aa * Removed more compiler warnings, dead code, etc. 2008-03-05 21:47:19 +00:00
Sean Dague 4ea52b2105 Change SceneObjectPart.LocalID to .LocalId to be case matching
with SceneObjectGroup.LocalId (and hence reduce confusion).
2008-03-05 18:57:13 +00:00
Adam Frisby f64611862a * New Terrain Module (disabled, search for 'usingTerrainModule = false' to reenable)
* *Much* faster terraforming (woot!)
* New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example)
* New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times.
* New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in.
* Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
2008-03-05 00:52:35 +00:00
Sean Dague 0926239541 once more on hgignore, now that I think I understand this
workflow better
2008-03-04 18:59:00 +00:00
Sean Dague 5d9a003a2c going to have to manage hg ignore a different way 2008-03-04 18:53:52 +00:00
Sean Dague 92e54bdd17 this is probably just a band aid, but should at least
help figure out where my last crash came from by being
extra careful arround Add for scene object group.
2008-03-04 18:49:44 +00:00